19,298 Commits over 1,614 Days - 0.50cph!
Backuping some files before I ruin them.
Tweaked FreeCamera script a bit (not used in gameplay just useful for scene work).
Added Crevasse model
Prefab updates just to be sure
Updated TOD and WaterUpdate with Andre's magic.
We don't want flying bears just yet Bill!
Fixed bad param names in anim controllers
Custom gizmo test which isn't actually a gizmo and is thus basically useless!
Groups now spawn with random Y rotations.
GroupController.spawn_unit no longer hardcodes the Y spawn position...
Bear Unit prefabs. Controller updates for wolf/impala/human/bear/mammoth
Tree Cleanup, UnitAnimation basiscs. Human Male Animation import cleanup.
Added NavAgentMoveTo and NavAgentMoveRandom scripts.
- Renamed UnityController to BaseController.
- Moving UnitAnimation to the Unit's Controller
Removed skin duplicate from human unit view.
Impala updates. Removed duplicate skin variable from HumanUnitView
Moved Unit Skin var to UnitView base classs.
Ocean prefab updated with correct Ground layer for the seabed
Runtime commit, just to make sure we're all running from the same origins.
Fixed ground in all scenes + added the arctic scene to the GameManager's list of subscene runtimes.
Backup committing random snow stuff, and a derpy snow test scene. Emphasis on derpy.
Animation import updates. Controller cleanup for bear and sabertooth.
Made default human material colors not so terrible...
Updated Player, Tag and Build settings.
Fix for the System CPU shiz.
Updated to latest UnityVS.
Human Male View prefab update
Looks like I had to do this to get things set properly in human unit settings with respect to view prefabs.
Tweaked various Human Male animations.
Fixed unit skin coloring.
Removed race->gender view prefab as it was simply duplicating race specifc view prefabs.
Human Unit Settings now has both male and female view prefabs at the base of race and species, and the spawn code takes this into account.
Now using material instead of sharedMaterial, so that old people actually don't give everyone grey hair if spawned last, etc.
Human spawns now get hair color, skin color and hair style randomized based on the settings.
Units now scale based on race/gender/age modifiers.
Got HumanUnitController integrated and working together with HumanTribeGroupController and PlayerController.
Added UnitAnimation script to UnitView.
Bear anims added (2x idle, run, walk, sit, x2 sitting idles)
Unit View prefabs added for all current animals
Fruit tree updates. Couple small tweaks to Camera script. Ocean and sky prefabs updated.
Fruit bush speedtree, fixed error in SceneInfo.cs (tag string)
Updated all scenes with correcct Editor Only tagged objects... because Unity likes to recreate the tag :|
Cleaned up SceneSaveHook and nuked the duplicate "Editor Only" tag.
Renamed IdleBlender to AnimationRandomiser, and made more generic.